Agree with Bootie. Hopefully, there is a solid tactical game at the core.
Luke, interesting. Thanks for the preview. So if I plot a squads path, what dictates their responses, reactions? Morale, stress, experience, training, initiative or a combination of all, plus the physical environment of course. I guess plotting a squad's movement is no different than pointing it out with gestures or plotting it on a map or sand table. So I get what you are trying to do. There are a couple of titles I have that pull this off pretty well...but don't have the leader characteristic level of course. So it's not a deal breaker for me good sir...Real leadership is as you describe @HOA_KSOP but it is very tricky taking agency away from a player. In this game leaders activate units but you must still move the units (pick their path). Very tempting to go the way of realistic simulation (tell them what to do and leave it to them) but I am resisting it. There, an answer you didn't want Hopefully increasing my honesty score.
If it makes you feel better units can definitely not do what you ask. Check out Band of Brothers board game for a feel on this. In fact as suppression goes up friction goes up with it and you will quickly start to lose control of your troops unless you manage their morale
Luke
p.s. here's a recent writeup on Band of Brothers and command friction: http://battlefieldswarriors.blogspot.co.uk/2017/08/band-of-brothers-infantry-primer.html
Like, thanks for spilling more beans than you wanted to. Three second rule, we are lapping them up!@meat_grinder -- great scene. I have to watch that movie again. Definite a certain kind of leadership style there too LOL
@HOA_KSOP -- a units willingness to respond meaningfully to orders is based on: morale. Morale = base morale + experience + leadership influence (a mix of Trust and Respect (<- ldr experience)) - suppression - casualties - stress plus special factors from narrative or *maybe* attentional: fixation, facing (is a threat in its FOV etc), . Haven't decided if cover changes morale. Probably.
There you subtle @#$@# you wormed more than I wanted to give out of me. LOL. BUT IT'S ALL SUBJECT TO CHANGE YOU WILEY @#$@. In fact maybe I'm just leading you on @HOA_KSOP??? muh huh huh. Morale is actually about how many pretty ponies you've accumulated by grinding.
Which titles are you referring to BTW? I want to steal all their ideas LOL.
p.s. plotting as 'sandtable' or pointing with gesture. I like it. I think I'll position that way from now on
The flip side would be overwhelming hopelessness and mass surrender...@meatgrinder Ha yes that was called "berserk" if I recall. Nice example. While not in BoC yet it is an example of a random event (but triggered in a sensible context like being fired on) and one of a psychological nature (duh). It is the kind of event we want in. The virtue of such random events from a design standpoint is that they create stories ("so I was losing the scenario when...."). And realistic "chaos." The downside is of course you are giving up some control. But war is not chess
The flip side would be overwhelming hopelessness and mass surrender...
@meatgrinder Ha yes that was called "berserk" if I recall. Nice example. While not in BoC yet it is an example of a random event (but triggered in a sensible context like being fired on) and one of a psychological nature (duh). It is the kind of event we want in. The virtue of such random events from a design standpoint is that they create stories ("so I was losing the scenario when...."). And realistic "chaos." The downside is of course you are giving up some control. But war is not chess
So in the game how would. You model this situation. There was a study done about Ww2 combat and I thought I read the statistic that like only 3 out of 10 riflemen were "active" participants in combat, 6 of ten were there, but wouldn't take what they considered undue risk and 1 out of ten would just stay under cover and wouldn't shoot their weapon. These are averages and probably vary depending on nationality. Ever hear of this report?@meatgrinder Ha yes that was called "berserk" if I recall. Nice example. While not in BoC yet it is an example of a random event (but triggered in a sensible context like being fired on) and one of a psychological nature (duh). It is the kind of event we want in. The virtue of such random events from a design standpoint is that they create stories ("so I was losing the scenario when...."). And realistic "chaos." The downside is of course you are giving up some control. But war is not chess
Killology report....So in the game how would. You model this situation. There was a study done about Ww2 combat and I thought I read the statistic that like only 3 out of 10 riflemen were "active" participants in combat, 6 of ten were there, but wouldn't take what they considered undue risk and 1 out of ten would just stay under cover and wouldn't shoot their weapon. These are averages and probably vary depending on nationality. Ever hear of this report?